I build experimental games, renderers, and visual tech that push old-school engines in strange new directions.
A lot of my work revolves around taking classic games like Quake and rebuilding their visual identity with modern GPU techniques — particle-based geometry, compute shaders, holographic environments, reactive lighting, shockwaves, sparks, destruction, and other effects that make familiar worlds feel completely different.
My current projects include a heavily modified vkQuake renderer where levels, enemies, effects, and environments can be represented through millions of GPU-driven particles, along with experiments involving Vulkan, DirectX 12, procedural rendering, physics, retro-futuristic terminals, and unconventional game-engine tech.
I like projects that sit somewhere between a game, a graphics experiment, and a technical demo.
Expect:
• Quake and Doom engine experiments • GPU particle rendering • Vulkan / DirectX projects • Holographic and cyberpunk visuals • Physics and destruction experiments • Open-source game modifications • Weird rendering ideas that probably shouldn't work, but do
Most of what I make starts with the question:
“What would this look like if we completely ignored how it was originally supposed to be rendered?”
Then I build it.